this post was submitted on 16 May 2024
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[–] aaaa@lemmy.world 20 points 6 months ago* (last edited 6 months ago) (25 children)

The mods that weren't backwards compatible were primarily the ones that depended on the script extender. This was an unsupported executable that expanded on the commands available to the scripts in the mods.

Not to say unsupported is bad, but everyone was well aware that if they depended on the script extender, they would break if the game updated at all. The biggest mods avoided that dependency for exactly this reason, and really didn't have any trouble. (Sim Settlements still worked the entire time, for example)

And like usual, the community stepped up and updated their unsupported extension quickly, ready for this outcome.

If you made a mod that depends on the script extender and then quit playing the game or supporting your mod, that was a choice you made as a modder. Meanwhile there's mods that haven't seen an update in 8 years that continue to work without issue.

[–] xan1242@lemmy.dbzer0.com 1 points 6 months ago (3 children)

Technical question - does the script extender use signature/pattern scanning at all?

It sounds to me that it may have broken because it doesn't use it.

You could say "oh they recompiled it so the registers changed" but I highly doubt they changed the code that much or touched optimization flags.

[–] DarkMetatron@feddit.de 3 points 6 months ago (1 children)

The next gen update used a completely different compiler, and that created a highly different executable, that's why the update for script extender took so long and that's why the script extender for next gen edition is unable to load "old" script extender mods.

It is the same that happened with Skyrim Anniversary Edition.

[–] xan1242@lemmy.dbzer0.com 2 points 6 months ago

Oh this is the "next gen" update? That would explain things.

Oh well...

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